All posts by glowingleaf

I am a 24-year old boy who is currently attending college as a business major. I love apples, balloons, and plants.

New Site Open

Today, I have created a new site about Animal Crossing. It is called “Animal Crossing Spin-offs”. Since I won’t be updating this site anymore, there’s not much I can talk about, but you can find me on this site:

https://acspinoffs.wordpress.com/

It’s a fansite about the spin-off games of Animal Crossing. I’ll be updating there now. So if you want to read what I write, I would recommend going there. Of course, you can still comment here, but it’s now complete. There’s nothing left to write here.

The real reason why I stopped updating this site is because I lost interest into talking about my town. I don’t play New Leaf anymore, and I’m not interested into repeating what I said on Bell Tree earlier. I promised five entries a week for 25 weeks, but that never happened. Thanks for reading anyway.

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New site coming soon

Sorry that I wasn’t blogging in a long time. This past summer was a really busy summer for me. I may not be sharing anymore information on my town or my experience with Animal Crossing on this site since I was losing interest, but I would share my game ideas, but only on the new site.

You may have noticed that a new Animal Crossing game is coming soon, right? Yes, the reason why I will be starting a new WordPress site is because of the new game. Animal Crossing: Happy Home Designer. The first thing I’m going to do is that I’ll be playing, while taking track of what I do everyday. When I get enough experience, I’ll be sharing what I did, and my opinions on the game, in a more organized way. Of course, I’ll also share a game idea every Friday. Some were already posted on this site, but others were not shared yet. I would alternate between opinion days and journal days. I may start it next year, but just letting you know, I’m pretty much done blogging on this site.

About some information on commenting, I love getting comments on my blogs. It shows that not only they’re reading what I write, but I can also see what they think. However, if you’re going to write some comments, here are some rules:

  1. Please be respectful. Do not attack me or other commentors. I work very hard on writing these blogs, and I can’t accept criticism when they are being filled with hate. If my opinions don’t agree with yours, or if you didn’t like my blog, do not leave a comment. If you do, please be respectful. Don’t be attacking me, don’t use insults towards me in your comment names, and don’t tell me to stop blogging completely. I have every right to post, and I can say what I want. Of course, I would generally avoid blogging about controversial subjects, as I would never put swears or inappropriat content (even PG13-rated content) in my blogs. Even if I do go against my will (which I won’t), please don’t be rude to me.
  2. Stay on-topic. Let’s say that I write a blog about my experience with the new features in ACHHD. If it has nothing to do with the new features, don’t post it. If it’s related, you can post. It may be unreasonable to have this rule explicitly stated, but I’ll still have it.
  3. No bad words. Don’t be cussing, using hate speech, or other things too disturbing for younger audiences. Some mechanics in video games may be frustrating, but there’s no need to cuss about it. This includes links in comments.
  4. Don’t spam. This doesn’t mean reblogging since I would allow that, but no gibberish comments or one-word replies.
  5. Don’t be talking about my personal activity from other sites. I’m innocent, and I don’t like being mean or rude. Sometimes I do get rude, but I don’t enjoy that.

I may have a rule page when I make the new site and keep it more organized, but these are some basic rules.

If you want to know why I want people to stay respectful, I can explain in my comments. However, I won’t be discussing this unless if someone asks. I’m not a bad guy, so I don’t get why I should expect hate comments. I got hate comments due to the lack of rules, so I’m going hard on commenting on the next site. I enjoyed blogging here. When I start a new site, I’ll give the announcement there.

Best and Worst of Island Tours and Holidays

Sorry if I haven’t made a Thursday blog in two weeks. I was worn out because of school and such, but I will be back to writing big on Town of StarFall. I’ll improve my performance next Monday.

Today’s entry is the last of the four opinionated lists of ACNL (villagers, items, PWPs, and tours and holidays). I will go over more explanation on my three favorite island tours, three worst island tours, three favorite holidays, and three worst holidays.

Island Tours

The Island Tours is a combination of the NES games from the GameCube Version and the Island feature of the same game, but only put into a portable system exclusive AC game. These are fun, but I don’t use them in StarFall. Some of these tours are cool, but others are not.

Best:

  1. Gardening Tours – my favorite of the Island Tours is the Gardening Tours (all three of them). The purpose of this is to pick the flowers Tortimer is specifically looking for and planting them in the planter box. Easy tour, you can pick anything. Medium tour, they have to be either of the same breed or of the same color. Hard tour, they have to be one specific flower (both breed and color). Even on the hard tours, I had an easy time getting the gold medals.
  2. Scavenger Hunt – the second best Island Tours are the second easiest. However, I don’t see a difference in difficulty at all. Since I am good at furniture names, I can get the gold medals on all three difficulties with no sweat.
  3. Ore Hunting – my third favorite of the Island Torus is the mineral finding tour. What you do here is that you break rocks to collect ore to earn points as there are four pieces of ore of the same kind that are worth more. In the harder difficulties, I tend to find the special ore and the secret ore that is worth even more points before getting the other ore.

Worst:

  1. Labyrinth Tours – Of all of the Island Tours, I did not enjoy this one as much at all. It’s not easy to find all of the fruits with a limited time. Not only that, but the challenge seems poorly constructed to me.
  2. Hide-and-Seek – It may be a fun game in town, but this tour is not that good. It’s not easy to find the four hidden villagers with pitfalls everywhere. Besides, I never liked Hide-and-Seek anyway.
  3. Balloon Hunting – I never really liked balloon hunting to begin with, as this remains to be one of my bottom priorities. Making it an Island Tour kinda pushed it down sever spots.

Most of all, the majority of the Island Tours are fish hunting, bug hunting, or seafood hunting. I haven’t tried all of the Island Tours, but there are already some that I like and that I don’t like.

Holidays

After playing Wild World for a while, the holidays are something I don’t care much about, but in New Leaf, they are much better. Obviously, La-Di Day and Yay Day are the worst to ever come out of the AC series, but this section is for New Leaf. Most of them simply involve picking up gifts from Isabelle and enjoying the stands, but I’m going to rank which holidays don’t count as that.

Best:

  1. Halloween – at it’s my favorite holiday in real life when it comes to decorating, it’s no different in ACNL either. The fun part is that you can give regular villagers candy while Jack gets the lollipops. You can scare other villagers for lollipops too. Unfortunately, you can only get four lollipops a day, but you can time travel to pick up more.
  2. Thanksgiving – also known as Harvest Festival in ACNL, I like how we have to hunt for the right fish to gather the ingredients that you can’t get outside the Harvest Festival. The winning prizes are pretty limited, but it’s still better than how to play in the GameCube Version.
  3. Fireworks Festival – occurring at four or five times a year, the Fireworks Festival made it to the top three. The reason being is that Redd has amazing prizes you can win such as the Ultra Machine or the Ten Billion Barrel. You can also decorate the fireworks.

Worst:

  1. Easter – or Bunny Day in ACNL. Seriously, Easter is much better in real life than in Animal Crossing, even the egg-hunting part. What I hated about Bunny Day is that the grand prize tickets are too common (more common than the winning tickets). The grand prize is not so grand at all. It’s Zipper’s Pic, which is the most worthless prize you can get that day. The Egg Basket is the real grand prize. What’s even worse is that Zipper’s Pic sells for only 10 Bells. The others sell for thousands.
  2. Festivale – as the Pave Series ranks towards the bottom of my furniture preferences, the holiday you can obtain these items from is also not that good. To be fair, I never tried it, but the idea behind it isn’t good either.
  3. Christmas – also known as Toy Day, I find no fun delivering the presents to the animals on this day. There isn’t much more to say, but this is another holiday that’s better off as a real holiday than in ACNL.

And that concludes the opinionated lists for ACNL. Next week, I should go over my QR codes.

StarFall History – Public Works Project Unlock History

Last time, I went over the animals that lived in StarFall, either that I journalized properly or that was in my post-history. I was going to go over the PWPs in my town, but I need to go over what I have unlocked for StarFall. And to go over that, I need to list what animals lived in StarFall, which I got done, so I’ll be ready for the PWP unlock history.

Each day, only one PWP was suggested, except for some days, when two are suggested. I will go over the order they were unlocked, the date they were unlocked (in-game), and the animals that suggested them. The ones in bold are major PWPs as the ones not emphasized are minor PWPs. The next part will discuss what I was looking for and other fascinating projects.

History of Unlocks

PWP Unlocks

I didn’t receive a single PWP suggestion until the first PWP was built. Kaylee took office on January 2nd, 2014. On January 3rd, she started to work on getting her permit. On the 4th, she got a 100% approval rating. And on the 5th, she finally got her permit. It wasn’t until the 10th when she worked on her very first project. If you want to know what I unlocked, here is the list:

  1. Drinking Fountain: Unlocked on 1/11, suggested by Daisy.
  2. Dream Suite: Unlocked on 1/12, suggested by Isabelle.
  3. Moai Statue: Unlocked on 1/12, suggested by Olaf.
  4. Cube Sculpture: Unlocked on 1/13, suggested by Olaf.
  5. Reset Surveillance Center: Unlocked on 1/14, suggested by Resetti.
  6. Wooden Bench: Unlocked on 1/29, suggested by Canberra.
  7. Brick Bridge: Unlocked on 1/29, suggested by Hamlet.
  8. Caution Sign: Unlocked on 1/30, suggested by Hamlet.
  9. Traffic Signal: Unlocked on 1/31, suggested by Hamlet.
  10. Yield Sign: Unlocked on 2/1, suggested by Freya.
  11. Museum Renovation: Unlocked on 2/3, suggested by Blathers.
  12. Stadium Light: Unlocked on 2/4, suggested by Hamlet.
  13. Modern Bridge: Unlocked on 2/5, suggested by Freya.
  14. Cafe: Unlocked on 2/12, suggested by Blathers.
  15. Police Station: Unlocked on 2/16, suggested by Freya.
  16. Illuminated Clock: Unlocked on 2/20, suggested by Victoria.
  17. Totem Pole: Unlocked on 2/21, suggested by Olaf.
  18. Train Station Renovation: Unlocked on 2/24, suggested by Porter.
  19. Wind Turbine: Unlocked on 2/24, suggested by Hamlet.
  20. Solar Panel: Unlocked on 2/26, suggested by Hamlet.
  21. Jungle Gym: Unlocked on 2/27, suggested by Nate.
  22. Instrument Shelter: Unlocked on 3/1, suggested by Hamlet.
  23. Stone Tablet: Unlocked on 3/2, suggested by Freya.
  24. Hot Spring: Unlocked on 3/4, suggested by Freya.
  25. Modern Clock: Unlocked on 3/5, suggested by Freya.
  26. Modern Streetlight: Unlocked on 3/6, suggested by Freya.
  27. Lighthouse: Unlocked on 3/7, suggested by Freya.
  28. Parabolic Antenna: Unlocked on 3/8, suggested by Olaf.
  29. Illuminated Arch: Unlocked on 3/9, suggested by Freya.
  30. Modern Bench: Unlocked on 3/10, suggested by Freya.
  31. Tower: Unlocked on 3/11, suggested by Freya.
  32. Illuminated Heart: Unlocked on 3/12, suggested by Victoria.
  33. Metal Bench: Unlocked on 3/13, suggested by Victoria.
  34. Round Streetlight: Unlocked on 3/14, suggested by Victoria.
  35. Illuminated Tree: Unlocked on 3/16, suggested by Victoria.
  36. Windmill: Unlocked on 3/18, suggested by Canberra.
  37. Fire PIt: Unlocked on 3/23, suggested by Hamlet.
  38. Water Pump: Unlocked on 4/3, suggested by Broccolo.
  39. Flower Clock: Unlocked on 4/24, suggested by Isabelle.
  40. Town Hall Renovation: Unlocked on 4/24, suggested by Isabelle.
  41. Circle Topiary: Unlocked on 4/25, suggested by Leif.
  42. Square Topiary: Unlocked on 4/25, suggested by Leif.
  43. Tulip Topiary: Unlocked on 4/25, suggested by Leif.
  44. Outdoor Chair: Unlocked on 5/29, suggested by Daisy.
  45. Tire Toy: Unlocked on 6/17, suggested by Broccolo.
  46. Fortune Teller’s Shop: Unlocked on 8/6, suggested by Katrina.

What I was looking for

Penny 02

Although I liked how I got 46 PWPs in my projectory, only 19 of them were what I was looking for. 22 of them were in use in my town, even if they weren’t originally going to be there.

Here are the 19 PWPs I was looking for that got unlocked, and they won’t be in any specific order:

  • Museum Renovation
  • Fortune Teller’s Shop
  • Dream Suite
  • Cafe
  • Police Station
  • Train Station Renovation
  • Town Hall Renovation
  • Modern Bench
  • Modern Streetlight
  • Modern Clock
  • Modern Bridge
  • Illuminated Arch
  • Illuminated Clock
  • Illuminated Heart
  • Illuminated Tree
  • Lighthouse
  • Tower
  • Windmill
  • Solar Panel

The three extra PWPs I used were the stone tablet, the wooden bench, and the flower clock. Originally, they weren’t going to be placed in StarFall, but due to some loopholes and not at the quota, I decided to add a few more PWPs. The Flower Clock was a result of not having 30 PWPs. There was a loophole that would allow animals to move south of the river, so I built a wooden bench to prevent that. The other possibility of an animal moving south of the river was also blocked, thanks to the stone tablet.

The reason why I had mostly modern themed PWPs is because I wanted StarFall to be a Modern themed town. The North Side of the river was to fit the Modern motif as the South Side of the river had all the illuminated projects. The major PWPs, the lighthouse, windmill, tower, and solar panel were also on my wanted list.

Other interesting stories

  • The Train Station Renovation project was unlocked early because I used Belcroft as my host town for StarFall.
  • I didn’t expect the topiaries to be unlocked due to how easy weeds can grow, but I got lucky and unlocked all three topiaries.
  • The traffic signal, wind turbine, cube sculpture, and parabolic antenna were all interesting to me, but they were neither in use nor were they on my wanted list.
  • I was stuck in the month of March for a while because I was busy trying to unlock all of the PWPs I wanted, but it took a while. I even helped out another AC player get her Spider Crab because I was still in March.

Next week, I will cover information on the whole PWP history.

Facts about the colors

The weekend is over, so I am back to blogging. This is technically my ninth week, but due to the one week hiatus, I will classify this as Week 8.

Today’s entry is going to be about colors. I will cover information on the RYB model and RGB model.

Red-Yellow-Blue

The common model of colors is the red-yellow-blue model, which is used in art, such as painting. In this model, there are five primary colors, the colors that no other color builds up to. These colors are red, yellow, blue, black, and white. Three of these are on the color wheel, which means they have a hue. The other two are neutral colors at the two extreme points. Not including neutral colors, red, yellow, and blue are the primary colors.

There are three properties of colors: Hue, Value, and Intensity (or Saturation in the RGB model):

Hue:

The hue is the location of the color on the color wheel. The three parent colors are red, yellow, and blue. Assuming that they all have the same value (no white or black), blue is the darkest of the hues as yellow is the brightest. The colors with a hue are on the color wheel. The ones without are neutral colors.

Assuming that you only have three colors of paint – red, yellow, and blue. The question is, how are you going to get more colors. By mixing them. Here are the types of colors:

  • Primary – Red, Yellow, and Blue.
  • Secondary – Two primary colors combined where no primary color has more than one amount. In simple English, orange, green, and purple.
  • Tertiary – A combination of a secondary color and a primary color that built up to the color. One primary color is three times as strong as the other.
  • Quaternary – Although this is unofficial, quaternary colors are colors in between primary and tertiary, or secondary and tertiary. This includes all hues in between.
  • Hot – colors of the fire. All colors with more yellow than yellow-green and more red than red-violet are considered hot colors. Red, red-orange, orange, yellow-orange, and yellow are all considered hot. Yellow-green and red-violet are mild.
  • Cold – colors of the water. All colors with more blue than yellow-green and red-violet are considered cold. Green, blue-green, blue, blue-violet, and violet (purple) are all considered cold.
  • Neutral – colors without a hue. Black, white, gray, and brown are all considered neutral.

Let’s say that we have a color mixing lab. Each drop is one fluid ounce. Let’s say that four drops makes a full color.

  • Primary – four drops of one primary color.
  • Secondary – two drops of one primary color, and two drops of another.
  • Tertiary – three drops of one primary color, and one drop of the other.
  • Quaternary (strong) – a color in between a primary color and tertiary color. So if one drop is one fluid ounce, less than one drop, but more than none of one primary color is needed as the other needs more than three drops, but less than four.
  • Quaternary (weak) – a color in between a secondary color and tertiary color. So we need more than one drop of one and less than three drops of the other, but neither should be in equal amounts.

To summarize each arc, when we have two primary colors with a ratio, it is a pure color at 1:0. At a tertiary color, we can add the stronger primary color to become a strong quaternary color. We may get to the point when we have a 1:0 or 0:1, depending on what the former color and latter colors are. If we add the weaker primary color to a tertiary color, we get a weak quaternary color. If we keep it up, we get to a pure secondary color, where the ratio is 1:1. When we add more of a primary color to a secondary color, it moves away to a weak quaternary color, a tertiary color, or a strong quaternary color.

Value:

Assuming that all hues are bases, we get to the second property – value. To increase the value, white needs to be added. You can’t subtract colors once mixed in, and adding black makes a gray mixture to the color. Therefore, only a pure primary color can be used for value. White makes colors lighter as black makes colors darker. A color lighter than another of the same hue has a higher value, as a color darker than another has a lower value.

When value is above normal, we have a tint. When value is below normal, we have a shade.

Going back to the color mixing lab, strength applies to tints and shades too.

  • Weak tint – a color where the hue exceeds white. They are lighter than normal, but still close to the base.
  • Medium tint – a color where the hue and white are balanced.
  • Strong tint – a color where white exceeds the hue. These colors are very light.
  • Weak shade – a color where the hue exceeds black. They are darker than normal, but still close to the base.
  • Medium shade – a color where the hue and black are balanced.
  • Strong shade – a color where black exceeds the hue. These colors are very dark.

You can use brown or gray as the substitute as well.

Intensity:

The intensity is the brightness or dullness of a color. There are two base neutral colors that are in neither extreme: brown and gray. Brown comes from mixing a primary color with the opposite secondary color (or complementary colors). Gray comes from mixing black and white. When a hue has none of the complement, it is 100% bright. You can add gray to weaken the intensity as we get a tone of gray. To go to the brown side, either add brown or a complement.

So once again, we see the color mixing lab.

  • Absolute bright – a color where we see 100% of the hue with no mix of gray, brown, or the complement.
  • Strong tone – a color where the hue exceeds gray, brown, or the complement.
  • Medium tone – a color where the hue is balanced with gray, brown, or the complement.
  • Weak tone – a color where the hue is lesser than gray, brown, or the complement.
  • Neutral – just gray or brown. The hue is completely absent.

Red-Green-Blue

So we are done with the RYB model, so let’s take a look at the colors of the light (including computers, TVs, and other devices that use light. In science, this model is the true color model. There are only three primary colors this time, which are red, green, and blue. The hue, value, and saturation are dependant on how much of red, green, or blue you have. Even black and white aren’t primary colors anymore, but they’re still neutral. Add to that, brown isn’t a neutral color either.

Hue:

Like I said on the RYB model, the hue is the location on the color wheel. The RGB model is different to the RYB. Instead of mixing colors, we have amounts of red, green, and blue in lighting. The primary colors are different.

To change the hue, value, or saturation, each of the three colors have a specific value in the colors of R, G, and B. For example, black is R=0, G=0, B=0. Pure red is R=255, G=0, B=0. Pure green is R=0, G=255, B=0. Pure blue is R=0, G=0, B=255. White is R=255, G=255, B=255.

  • Primary – red, green, and blue. Any color where two primary colors have the same value, but the other primary color is dominant.
    • If saturation is 100%, then both recessive colors must be 0 or the dominant color must be 255.
    • If value is 50% (assuming that white is 100% and black is 0%), both recessive colors should still be the same amount, but the sum of the value of the dominant color and one of the recessive colors must equal 256.
    • If both saturation is 100% and value is 50%, then one color must be 255 as the other must be 0.
  • Secondary – any color where two primary colors have the exact same value, but the other primary color is recessive. Basically yellow, cyan, or magenta.
    • If the saturation is 100%, then both dominant colors must be 255 or the recessive color must be 0.
    • If the value is 50%, both dominant colors must be the same amount, but the sum of the value of one of the dominant colors and the recessive color must equal 256.
    • If both saturation is 100% and value is 50%, then two colors must be 255 as one is 0.
  • Tertiary – any color that is exactly in between the primary and secondary color. In order to be a tertiary color, all three colors must be different and have a common difference (assuming that 255 can be rounded off to 256). At this point, we have a dominant color, an intermediate color, and a recessive color.
    • If the saturation is 100%, then dominant color must be 255 or the recessive color must be 0.
    • If the value is 50%, then the sum of the dominant color and recessive color must be 256 (or 255) while the intermediate color must remain to be 128.
    • If both saturation is 100% and value is 50%, then the dominant color is 255, intermediate color is 128, and recessive color is 0.
  • Quaternary – like I said with the RYB model, a quaternary color is any color between the primary and tertiary colors or the secondary and tertiary colors. Once again, the values of red, green, and blue are different, but only this time, there is no common difference.
    • If the saturation is 100%, then the dominant color must be 255 or the recessive color must be 0.
    • If the value is 50%, then the sum of the dominant color and recessive color must be 256 while the intermediate color must be unequal to 128.
    • If both saturation is 100% and value is 50%, then the dominant color must be 255, the recessive color must be 0, and the intermediate color must not be 128.
  • Hot – All colors with more red than violet (tertiary color between blue and magenta) and lime (tertiary color between yellow and green) are considered hot colors. Magenta, hot pink, red, orange, and yellow are all considered hot. Violet and lime are mild.
  • Cold – all colors with more green than lime or more blue than violet are considered cold. Green, turquoise, cyan, sky blue, and blue are all considered cold.
  • Neutral – all colors where the red, green, and blue values are completely equal.

Let’s re-open the quaternary color strength. Like the RYB model, a strong quaternary color is closer to the primary color as a weak quaternary color is closer to a secondary color. So let’s say that the saturation is 100% and the value is 50%. In order to be a tertiary color, the intermediate color must be 128. If the intermediate color is less than 128, we have a strong quaternary color. As it keeps going down, it may reach a pure primary color. If the intermediate is greater than 128, we have a week quaternary color. As it keeps going up, it may reach a pure secondary color.

The last subject on the hue property on the RGB model is color families. Each color is part of one family based on how dominant or recessive one color is:

  • No pure primary color is part of a secondary color family.
  • No secondary color is part of a prime color family.
  • Red family – colors where red is the dominant color.
  • Yellow family – colors where blue is the recessive color.
  • Green family – colors where green is the dominant color.
  • Cyan family – colors where red is the recessive color.
  • Blue family – colors where blue is the dominant color.
  • Magenta family – colors where magenta is the recessive color.

Value:

The difference between changing value on the RYB model and RGB model is that the colors on the RGB value increase in respect to each other. It is much easier on the HSV model than the RGB model (which are the same colors, but different readings).

To make a tint of a color with saturation of 100%:

  • In a primary color, the dominant color is always 255. The recessive colors always have the same value. A tint is stronger when both recessive colors go up.
  • In a secondary color, both dominant colors are always 255. A tint is stronger when the recessive color goes up.
  • In a tertiary or quaternary color, the dominant color is always 255. The ratio between the intermediate color and recessive color is always the same no matter what the difference is. The intermediate color goes up more slowly than the recessive color during an increase in value, depending on how strong the quaternary color is.
  • The strength of a tint is determined on how much the recessive color has:
    • Weak tint – recessive color is less than 128.
    • Medium tint – recessive color is 128.
    • Strong tint – recessive color is greater than 128.

To make a shade of a color with a saturation of 100%.

  • In a primary color, the recessive colors are always 0. A shade is stronger when the dominant color goes down.
  • In a secondary color, the recessive color is always 0. The dominant colors always have the same value. A shade is stronger when both dominant colors go down.
  • In a tertiary or quaternary color, the recessive color is always 0. The ratio between the intermediate color and dominant color is always the same no matter what the difference is. The intermediate color goes down more slowly than the dominant color during a decrease in value, depending on how strong the quaternary color is.
  • The strength of a shade is determined on how much the dominant color has:
    • Weak shade – dominant color is greater than 128.
    • Medium shade – dominant color is 128.
    • Strong shade – dominant color is less than 128.

Saturation:

The RGB version of intensity is saturation. This time, there’s only one neutral color – gray. The saturation of RGB is dependent on how far the dominant and recessive colors are from each other. A 100% bright color has the dominant color being 255 or the recessive color being 0. When the recessive color(s) get(s) greater than 0 while the dominant color(s) get(s) less than 255, the saturation decreases. The closer the values are, the grayer the color is. It is completely neutral when all three colors have the same value.

Back to the strength of a color again:

  • Absolute bright – saturation is 100%. Either the dominant color is 255 or the recessive color is 0.
  • Strong tone – saturation is greater than 50%. The difference between the dominant and recessive colors is greater than the median.
  • Medium tone – saturation is 50%. The difference between the dominant and recessive colors is the median.
  • Weak tone – saturation is less than 50%. The difference between the dominant color and recessive colors is less than the median.
  • Neutral – saturation is 0%. All three colors are the same.

And that concludes the color property facts.

The Hunt for the Golden Ocarina

I am sorry that I haven’t written an entry in a week. Last Friday, I was originally going to post a video I made at home, but my site doesn’t support video files (unless if I get premium plan, but I don’t want to spend more money). Not only that, but I didn’t think of anything else. Now, I have something to say on my Creativity Blog. And tomorrow will begin another two-day break. But don’t worry, I am back.

Recently, I was writing a story I would like to get published someday. Inspired by National Treasure and the Sly Cooper Series, I wanted to make a story that is based on that. However, there is no enemy hunter team or stealing of important US artifacts. And it won’t be completely like Sly Cooper either. Right now, I am writing the second part of the story. There are 8 parts, with an average of 4 to 5 chapters per part, except for the first two, which have 7 chapters each.

The plot of the story is that there are four boys that wanted a valuable Pueblo treasure called the Golden Ocarina, which has a value of $10 million. Their goal is to get it before 2015 and before somebody else could while interacting with the supernatural as much as they could in order to turn the Pueblo city into a tourist attraction. Stuff they needed were archeological and combat tools, magical devices for survival, and the help from a team of inventors.

In case if you’re wondering, here are the eight parts of the story and their summaries:

  1. Fundraiser Week – the first step to getting the Golden Ocarina is looking for a team of inventors. The only team of inventors they know in their home town refuses to help unless if they merge with them. The only way they could file a merger is if the boys join their school’s program called Fundraiser Week. As a result, the boys were forced to join in order to win the inventors on their team.
  2. The Case of the Missing Blondestone – the inventors finally joined, but a lot of work is needed to be done. One of the members of the team of inventors that joined the boys owned a magical device that gives blondes superpowers. It is necessary to finding the temple of the Golden Ocarina, but the owner got robbed. Worse yet, so is the blondestone. As a result, the boys and girls went on a CSI like adventure to learn the culprit behind the robbery. This is the only part that resembles a mystery novel.
  3. The Golden Bird – the blondestone has been retrieved, and the guilty party was apprehended. The entire team went to the next step: building a form of transportation. They needed a car that can fly, fit all eight members, and land properly. This was needed to find both the Golden Ocarina and the four treasures needed to survive the temple. They had to gather the parts needed to make the invention before they start building.
  4. Sapphire of Shining – after retrieving the blondestone and building the Golden Bird, the team of eight begin hunting for the four treasures of vitality. The first of the four treasures is the Sapphire of Shining, the gem that has a power to illuminate an entire area. It’s more effective than a torch and a flashlight, and no other resources are needed. The treasure is hidden in the upper Rockies of Colorado.
  5. Emerald of Entering – the next of the four treasures needed is the Emerald of Entering. It is powerful enough to open doors without using any physical tools for prying open doors. The treasure is hidden in the Kaibab National Forest in Arizona.
  6. Ruby of Riddles – the third of the four treasures is the Ruby of Riddles. The purpose is to translate texts or figure out more clues to finding the Golden Ocarina. The treasure is hidden around the beaches of Florida.
  7. Peridot of Peace – the last treasure needed before finding the Golden Ocarina is the Peridot of Peace. The special power it grants is to wipe out evil supernatural forces that may haunt the teens find the Golden Ocarina. The treasure is hidden in the swamps of Louisiana.
  8. The Hunt for the Golden Ocarina – after collecting the four treasures, they were finally ready to do what they want most, finding the Golden Ocarina. They used their tools and treasures to navigate the temple, fight evil spirits, and locate the Golden Ocarina. All the research and conversations have been proven to be worth it because of the dangers of the temple.

In my story, I would hide a few Animal Crossing references, as well as references to my experiences on Bell Tree. A major example is the raffle. The conflict between the main character’s uncle and the host of the Halloween Raffle is the same as the conflict between me and the host of the giveaway last October. I even had similar plot elements when someone cheated in the raffle, the time setting, and the host’s reaction to the blogging.

Remember when I say to not steal my ideas. This is definitely a no-no when it comes to stealing. I am still writing this book. I’m just leaking some parts and details. You’ll never see the full story. Whatever I based it after isn’t meant to steal from them. There are other major premises that I have no interest into embedding in my story.

Ranking the Public Works Projects and Nookling Stores

Last week, I went over the furniture series, themes, and sets, and ranked them from worst to best. Now I am going over the third list, the list of all minor PWPs and Nookling expansions. Today’s entry will be about PWPs, PWP sets, and my opinions on them.

PWP Sets

A PWP set is a set of minor PWPs with the same motif. Unlike furniture and clothes, PWPs do not have a designated group. This is non-canon information here, but it’s an easy way to organize. Here are the following PWP Sets:

  • Generic – themeless PWPs that can be used anytime
  • Zen – Japanese based PWPs. All PWPs of this kind are suggested by Cranky Villagers
  • Fairy-Tale – Fantasy based PWPs. All PWPs (other than the bridge and the bell) are suggested by Normal Villagers
  • Modern – City based PWPs. All PWPs (other than the bridge) are suggested by Snooty Villagers
  • Ancient – Historical PWPs suggested by Smug Villagers
  • Garden – Natural themed PWPs
  • Illuminated – Metal frame PWPs that light up at night
  • Semi-Major – Three PWPs that you can have only one of each.
  • Environmental – Environment themed PWPs
  • City – The other city based PWPs, the ones outside the Modern motif.

I will list the PWPs based on set:

Generic:

  • Yellow Bench
  • Blue Bench
  • Wooden Bench
  • Metal Bench
  • Chair Sculpture
  • Pile of Pipes
  • Tire Toy
  • Street Lamp
  • Round Streetlight
  • Streetlight
  • Park Clock
  • Cobblestone Bridge
  • Suspension Bridge
  • Brick Bridge
  • Balloon Arch
  • Do-Not-Enter Sign
  • Caution Sign
  • Yield Sign
  • Camping Cot
  • Hammock
  • Fence
  • Fire Hydrant
  • Fountain
  • Water Well
  • Custom-Design Sign
  • Face Cut-Out Standee
  • Archway Sculpture
  • Drinking Fountain
  • Fire Pit
  • Jungle Gym
  • Instrument Shelter
  • Sandbox
  • Stone Tablet

Zen:

  • Zen Bench
  • Zen Streetlight
  • Zen Clock
  • Wooden Bridge
  • Zen Bell
  • Zen Garden
  • Rack of Rice

Fairy-Tale:

  • Fairy-Tale Bench
  • Fairy-Tale Streetlight
  • Fairy-Tale Clock
  • Fairy-Tale Bridge
  • Bell

Modern:

  • Modern Bench
  • Modern Streetlight
  • Modern Clock
  • Modern Bridge

Ancient:

  • Moai Statue
  • Pyramid
  • Sphinx
  • Statue Fountain
  • Stonehenge
  • Totem Pole

Garden:

  • Flower Arch
  • Flower Bed
  • Flower Clock
  • Circle Topiary
  • Square Topiary
  • Tulip Topiary
  • Hot Spring
  • Log Bench
  • Picnic Blanket
  • Wisteria Trellis
  • Water Pump
  • Scarecrow
  • Outdoor Chair
  • Geyser
  • Torch

Illuminated:

  • Illuminated Arch
  • Illuminated Clock
  • Illuminated Heart
  • Illuminated Tree

Semi-Major:

  • Lighthouse
  • Tower
  • Windmill

Environmental:

  • Garbage Can
  • Drilling Rig
  • Solar Panel
  • Wind Turbine

City:

  • Bus Stop
  • Cube Sculpture
  • Parabolic Antenna
  • Stadium Light
  • Traffic Signal
  • Video Screen

Ranking the PWPs by set

Because some are tied and others are not, I will be splitting four set into four other sets as I merge the City with the remainder of Generic.

Benches:

  • #1 – Wooden Bench
  • #2 – Modern Bench
  • #3 – Metal Bench
  • #4 – Yellow Bench
  • #5 – Zen Bench
  • #6 – Blue Bench
  • #7 – Fairy-Tale Bench

Streetlights:

  • #1 – Street Lamp
  • #2 – Round Streetlight
  • #3 – Modern Streetlight
  • #4 – Zen Streetlight
  • #5 – Fairy-Tale Streetlight
  • #6 – Streetlight

Clocks:

  • #1 – Modern Clock
  • #2 – Zen Clock
  • #3 – Fairy-Tale Clock
  • #4 – Park Clock

Bridges:

  • #1 – Modern Bridge
  • #2 – Wooden Bridge
  • #3 – Cobblestone Bridge
  • #4 – Brick Bridge
  • #5 – Fairy-Tale Bridge
  • #6 – Suspension Bridge

Ancient:

  • #1 – Pyramid
  • #2 – Sphinx
  • #3 – Stonehenge
  • #4 – Moai Statue
  • #5 – Totem Pole
  • #6 – Statue Fountain

Garden:

  • #1 – Flower Clock
  • #2 – Flower Arch
  • #3 – Picnic Blanket
  • #4 – Log Bench
  • #5 – Outdoor Chair
  • #6 – Wisteria Trellis
  • #7 – Water Pump
  • #8 – Torch
  • #9 – Circle Topiary
  • #10 – Square Topiary
  • #11 – Tulip Topiary
  • #12 – Geyser
  • #13 – Scarecrow
  • #14 – Hot Spring
  • #15 – Flower Bed

Illuminated:

  • #1 – Illuminated Arch
  • #2 – Illuminated Clock
  • #3 – Illuminated Tree
  • #4 – Illuminated Heart

Semi-Major:

  • #1 – Lighthouse
  • #2 – Tower
  • #3 – Windmill

Environmental:

  • #1 – Wind Turbine
  • #2 – Solar Panel
  • #3 – Garbage Can
  • #4 – Drilling Rig

Miscellaneous:

  • #1 – Fountain
  • #2 – Video Screen
  • #3 – Traffic Signal
  • #4 – Stadium Light
  • #5 – Parabolic Antenna
  • #6 – Jungle Gym
  • #7 – Cube Sculpture
  • #8 – Camping Cot
  • #9 – Custom-Design Sign
  • #10 – Balloon Arch Fence
  • #11 – Face Cut-Out Standee
  • #12 – Drinking Fountain
  • #13 – Bus Stop
  • #14 – Fire Hydrant
  • #15 – Instrument Shelter
  • #16 – Archway Sculpture
  • #17 – Sandbox
  • #18 – Fire Pit
  • #19 – Stone Tablet
  • #20 – Hammock
  • #21 – Water Well
  • #22 – Chair Sculpture
  • #23 – Pile of Pipes
  • #24 – Tire Toy
  • #25 – Fence
  • #26 – Yield Sign
  • #27 – Do-Not-Enter Sign
  • #28 – Caution Sign

Best and Worst Nookling Expansions

If I had to choose what matters more between longer hours or more items sold, a larger variety of items (and GracieGrace) would make a store better, but I prefer to have longer hours than more variety. Most people prefer a larger variety, and thanks to time traveling, stores with longer hours, as well as the Early Bird and Night Owl ordinances are obsolete. Even if that’s the case, I prefer more hours than larger variety. This is a list of all the Nookling Expansions based on the best and worst:

  • #1 – T&T Mart: Very early in town history, you have a convenience store called T&T Mart. Let me tell ya. This (along with Nook ‘N’ Go) is the best store expansion in AC. The longer hours and the possibility of being open around 3:00 AM on Night Owl (I like the 3:00 AM hourly music) makes this one the best. It’s also cozy, well-designed, and has nice music. Not to mention, but the exterior looks well-designed. The light-up sign post next to the shop with six glass panels and the two strips of light on top makes this store hard to beat in competition.
  • #2 – T&T Emporium: My second favorite expansion of the Nooklings would be the department store. Thanks to GracieGrace, T&T Emporium is one of my favorite Nookling Stores. One thing I don’t like is their short hours. Even if it’s more organized, the amount of hours open is among the shortest of the expansions. On Beautiful Town or Wealthy Town (or no ordinance at all), the store is open for only twelve hours. I also hate how this is mainstream along the AC Community. Being mainstream is one thing, but the hair-bow wig, which looks stupid in my opinion, is also mainstream. Most female players prefer that over the hairstyles you can get from Harriet. Do I want to see that as mainstream?
  • #3 – T.I.Y: Based on the opening times and amount of items sold, T.I.Y. is balanced between T&T Mart and T&T Emporium. It sells more than T&T Mart and is open longer than T&T Emporium. I like their red and green color scheme and the Wal-Mart like design on the outside. Also, I can keep this store forever by not doing Gracie’s Fashion Checks at all. I like the idea of fashion checks because you can decide if you want GracieGrace or longer opening hours.
  • #4 – Nookling Junction: The first store is also one of the worst. Aside to their lack of ambience in design, they don’t have as much services. There are no carpets or wallpaper, no catalog, and no medicine. Not only that, but you can’t have a Club LOL with this store in town, but good thing that this store is easy to remodel. Just pour in 12,000 Bells in shopping and this store will expand.
  • #5 – Super T&T: Despite its nice design, Super T&T is the worst T&T Expansion in ACNL. Even in the GameCube Version and Wild World, I didn’t like Nookway (which Super T&T is based on). While it’s hard to let go of the convenience store, Super T&T is even worse by having the shortest hours (if no ordinance is turned on) of all the Nookling Stores. I find that rather strange when comparing it to the department store. In City Folk, Nookway is open longer than Nookington’s. Now it’s the other way around.

Next week will be on my last opinionated lists for ACNL. Stay tuned next Thursday to see my views on the Island Tours and holidays.

StarFall History – Villager History

Today is the day I officially start the History of StarFall. Last summer, I was journalizing day by day. Although the official data-by-day was erased, I did put them into ledgers, based on order. Each week, I will go over a new ledger. I have posted them on Bell Tree before, but not here.

Since I was time traveling, the in-game dates do not match the real life dates. Time traveling does make me an illegitimate player, but it makes things faster. I don’t like to spend all year completing my town. Patience is a key factor, but I prefer doing things in the short run. Therefore, the dates of what I did in ACNL are for in-game time. Most of the stuff in real time were in the summer months.

Today, I will go over the order of all the animals that lived in StarFall, including both journalized and post-journalized.

Overview

Animal History

StarFall was created on June 18th, 2014, but the day it was set to begin is January 2nd, 2014. My original villagers (or starting villagers) were:

  • Freya
  • Nate
  • Hamlet
  • Daisy
  • Victoria

After publishing my dream town, I had the following villagers:

  • Lobo
  • Deena
  • Blaire
  • Puddles
  • Katt
  • Keaton
  • Roald
  • Walker
  • Aurora

After first update, these were my villagers:

  • Lobo
  • Blaire
  • Katt
  • Keaton
  • Roald
  • Walker
  • Aurora
  • Bubbles
  • Ava
  • Pierce

Now, I don’t pay much attention to my villagers. Ever since Keaton moved out, I stopped tracking who lived in my town. And I’m beginning to forget who moved in and in what order. If I could time travel back in real life, the one thing I would prevent is having Keaton (or any of my villagers move). But at least I got what I journalized before my first (and only) update). Right now, it’s on the dream town servers. To keep it up there, I would like more visits.

The First Ten

For the first two months in ACNL time, I only stuck with ten villagers. Although one of them was in boxes on the last day of February, no villager officially moved out until March. For a recall, my first five villagers were:

  • Freya
  • Nate
  • Hamlet
  • Daisy
  • Victoria

After them, I had the following move in:

  • Olaf – 1/4/2014
  • Vladimir – 1/6/2014
  • Canberra – 1/8/2014
  • Apollo – 1/10/2014
  • Cesar – 1/20/2014

Although Cesar was picked up from Belcroft, these were my first ten villagers. Alongside with the original ten were my two alternative (and favorite) villagers, Jenny and Penny. Jenny started her residence on January 5th while Penny started hers on January 7th. Neither of them moved out. The first ten animal villagers did stay completely in January and February, but they are all gone before I started publishing my dream town. Notice that the order I put them were the order I had them. I’ll go over their departure stories:

  • Nate – packed on 2/28, moved on 3/1: Nate was the first villager Kaylee ever talked to, but was also the first villager to move out of StarFall. On his last day before packing up, he suggested a PWP, the Jungle Gym. He stayed throughout the entire snow season StarFall started under.
  • Freya – packed on 3/12, moved on 3/13: Back in StarFall’s earliest days, I had most of the PWPs suggest. Of all the villagers, Freya made the most contributions, including the Lighthouse, Modern Bridge, and Police Station. I was specifically looking for the Tower, Illuminated Arch, and the PWPs under the Modern motif, and only a Snooty villager would suggest them. However, she became the second to move out.
  • Cesar – packed on 3/21, moved on 3/22: Cesar may be the last villager of the first ten to move in, but was the first one of the first ten that isn’t one of my starting villagers to move out. I needed him out of my town. I was going to build a bridge in this one area, but since he was in the way, I had no choice but to kick him out. It was hard since he was the most recent villager to move in. After the departures of Nate and Freya (and Broccolo’s move-in), Cesar was ready to go. He did not warn me that he was moving, so I was as lucky as a gambler who won the jackpot after the bet that made him bankrupt.
  • Apollo – packed on 3/29, moved on 3/30: Apollo was the first villager to be of a duplicate personality. Amazingly, none of my starting villagers were Cranky villagers, but the personality that shown up the most in the first ten were Cranky villagers. I planned on having a campsite area in the northern part of the river, and Freya and Apollo were cranky villagers. When they were gone, I finally had enough room for the extended Campsite area.
  • Canberra – packed on 4/24, moved on 4/25: Canberra was the first Uchi villager in StarFall, but also the first Uchi villager to move into Belcroft. So for two towns in a row, she was my first Uchi villager. It turns out that I didn’t need her as much. She did what she could do. She suggested the Wooden Bench and Windmill, which were vital to StarFall. Canberra was also the last villager to move before T&T Mart expanded (and before the ordinance switch to Beautiful Town).
  • Vladimir – packed on 5/27, moved on 5/28: Vladimir did a good job on staying in StarFall until T.I.Y. opened its doors in StarFall. He actually stayed through all four Nookling renovations I had in StarFall (and no, I chose not to have the Emporium).
  • Victoria – packed on 6/6, moved on 6/7: After all of the secondary villagers of the first ten (besides Olaf) moved out, more of the starting villagers continued to move out. Victoria was my least favorite of the starting villagers for asking useless questions when I was using the diving trick (this is a prime example of the complaint over the farming for PWPs). She did at least suggest the illuminated projects I needed before her move.
  • Hamlet – packed on 6/14, moved on 6/15: Yep, one of the villagers on the front cover of ACNL was also one of my starting villagers. Despite making contributions to the PWP list, I did not use any PWPs he suggested. After his move, my town was still a bit yellow thanks to Isabelle. An amazing fact was that Hamlet was the first villager to move out after Lobo, the oldest villager to be in my dream town, moved in.
  • Olaf – packed on 7/9, moved on 7/10: Aside to the starting villagers, Olaf was the first villager to move into StarFall (even before Jenny and Penny). Since he stayed for the first six months, first of the secondary villagers to move in and the last of the secondary villagers to move out, he held StarFall’s history very well. If any animal carried the sphere of beginnings and chained it onto the next villager, Lobo would be the carrier of the sphere Olaf had.
  • Daisy – packed on 10/2, moved on 10/3: Of the starting five villagers, Daisy was the last one to move out. Not only she was the last remaining villager from the first ten, but also the last remaining villager of the first five. As soon as she moved away, Kaylee, Jenny, and Penny were the only ones left to have lived in StarFall for the first two months.

Subsequent Villagers

After Nate and Freya left, I started to pick up the next generation of villagers. The first one to move in was Broccolo, which I voided (and plot resetted) from someone online person’s town. Then I had Elise. Here is the full guide of what I had before I published my dream town:

  • #11 – Broccolo – moved in on 3/16, moved out on 10/13: Just like Daisy and Olaf, Broccolo stayed for a pretty long time while being the first one of his/her kind to move in.
  • #12 – Elise – moved in on 3/24, moved out on 8/1
  • #13 – Teddy – moved in on 4/4, moved out on 5/11: Teddy was the first subsequent villager to move out.
  • #14 – Kitt – moved in on 4/27, moved out on 6/27
  • #15 – Muffy – moved in on 5/16, moved out on 8/25
  • #16 – Annabelle – moved in on 6/1, moved out on 7/25
  • #17 – Lobo – moved in on 6/11: Lobo was the first of the villagers that lived in my dream town to move in. On the StarFall Press, there is a picture in the description. I had nine villagers there. Lobo was one of them.
  • #18 – Bluebear – moved in on 6/18, moved out on 8/18
  • #19 – Rory – moved in on 7/1, moved out on 7/19
  • #20 – Hamphrey – moved in on 7/14, moved out on 10/15
  • #21 – Ken – moved in on 7/22, moved out on 9/24
  • #22 – Boone – moved in on 7/29, moved out on 9/17
  • #23 – Deena – moved in on 8/6*
  • #24 – Blaire – moved in on 8/22
  • #25 – Puddles – moved in on 8/27*
  • #26 – Katt – moved in on 9/19
  • #27 – Jay – moved in on 9/26, moved out on 11/4: Jay was the last subsequent villager to move out before I published my dream town.
  • #28 – Keaton – moved in on 10/5: In case if you’re wondering, Keaton was the first villager to move out after my most recent update on my dream town.
  • #29 – Roald – moved in on 10/10
  • #30 – Walker – moved in on 10/17
  • #31 – Aurora – moved in on 11/1

And that concludes the list of who lived in my town before I published my dream town. It started to get messy after I picked up a voided Prince (which was the worst case of picking up voided villagers). Since he moved in and wrecked my campsite area, this messed up my villager tracking. I was forced to get rid of some villagers I already had before. The one with asterisks were actually in my first dream town, but not after the first update. Puddles moved first. After her, it was Deena. I was able to get rid of Prince after Puddles and Deena moved out. Here is the order (without the moving dates since it scrambled my timeline):

  • #32 – Prince
  • #33 – Bubbles
  • #34 – Ava
  • #35 – Pierce

Post History tracking

I will go over more of my StarFall post-history very late, but from what I can remember, I had some of my villagers moving out. Here is the order of which animals moved out (as from my first dream town update to today):

  • Keaton
  • Bubbles
  • Blaire
  • Aurora
  • Roald
  • Walker
  • Lobo
  • Pierce

And here are the villagers I remembered having after my update (some are not in my town anymore):

  • #36 – Marshal
  • #37 – Agent S
  • #38 – Astrid
  • #39 – Lily
  • #40 – Pietro
  • #41 – Gloria
  • #42 – Diva
  • #43 – Vesta
  • #44 – Alfonso
  • #45 – Annalise

Full Tracking

Finally, I will go over the full list of animals that ever lived in StarFall. The ones with dates were the ones I had before I published my dream town. The ones without dates were the poorly tracked ones.

  1. Freya – 1/2 to 3/12
  2. Nate – 1/2 to 3/1
  3. Hamlet – 1/2 to 6/15
  4. Daisy – 1/2 to 10/3
  5. Victoria – 1/2 to 6/7
  6. Olaf – 1/4 to 7/10
  7. Vladimir – 1/6 to 5/28
  8. Canberra – 1/8 to 4/25
  9. Apollo – 1/10 to 3/30
  10. Cesar – 1/20 to 3/22
  11. Broccolo – 3/16 to 10/13
  12. Elise – 3/24 to 8/1
  13. Teddy – 4/4 to 5/11
  14. Kitt – 4/27 to 6/27
  15. Muffy – 5/16 to 8/25
  16. Annabelle – 6/1 to 7/25
  17. Lobo – 6/11
  18. Bluebear – 6/18 to 8/18
  19. Rory – 7/1 to 7/19
  20. Hamphrey – 7/14 to 10/15
  21. Ken – 7/22 to 9/24
  22. Boone – 7/29 to 9/17
  23. Deena – 8/6 to publication
  24. Blaire – 8/22
  25. Puddles – 827 to publication
  26. Katt – 9/19
  27. Jay – 9/26 to 11/4
  28. Keaton – 10/5
  29. Roald – 10/10
  30. Walker – 10/17
  31. Aurora – 11/1
  32. Prince
  33. Bubbles
  34. Ava
  35. Pierce
  36. Marshal
  37. Agent S
  38. Astrid
  39. Lily
  40. Pietro
  41. Gloria
  42. Diva
  43. Vesta
  44. Alfonso
  45. Annalise

Next week, I will cover the Public Works Projects I have unlocked and journalized. I was going to cover it this week, but I need to introduce what animals lived in StarFall.

Nintendo 3DS – my overall experience

As I am done talking about my life on Bell Tree or other TBT related stuff, I’m going to move onto other personal stuff. We’re still in the Animal Crossing sphere, but today’s entry isn’t solely about ACNL, but it is about something related – the system it was made for. I’m talking about the Nintendo 3DS.

Although ACNL came out in 2013, the 3DS was set for 2011. The year it was released was also the year I got my first 3DS system. In fact, I got it on the day it was released. My mom pre-ordered two of them, one for me, and one for my brother. Even if my first town in ACNL was on a newer 3DS system, I had one prior to my second 3DS, which means that I knew what having a 3DS system was like back in the earliest days of 3DS history. I even got to see some of the processes and updates the Nintendo 3DS had, before the release of the best Animal Crossing game (and even Pokémon Black & White and Mario Kart 7). I didn’t know about when Club Nintendo, Nintendo Zone, and Swapnote were added since I missed those events, but I did know what the 3DS was like before eShop was even introduced. If you never had a 3DS before 2012 or 2013 (or even 2014), I can tell you what it was like back in the beginning.

My brother and I got our 3DSs on the day of the North American launch – March 27th, 2011. Back then, I was very close to my high school graduation. My first 3DS was black, and it costed $250 to order. Yes, it’s true that systems are at the highest price when they are first released, while being the least developed with a very few games. Throughout the whole time I had my first 3DS, it was pointless to own one. There weren’t very many games back then, no Pokémon or Animal Crossing, no special features. In fact, they didn’t even have eShop. If you didn’t own any video games (or good video games) for the 3DS, all you could do is play the Streetpass games, the Augmented Reality games (or AR games), or the pre-installed game Face Raiders (yes, they had that back then). There was no eShop, Nintendo Zone, theme shop and 3DS themes, MiiVerse, Nintendo Video, or Swapnote. There wasn’t even Spotpass. Streetpass games had very few (like one panel for Puzzle Swap and one game of Find Mii with level 7 being the maximum level for others’ Miis. I had fun back at the time, but you would not like that. Even I didn’t have as much fun as I did now.

If I can remember clearly, the only apps I had in the beginning were the 3DS game, 3DS camera, 3DS sound, Mii Maker, Streetpass plaza, AR Games, Face Raiders, Activity Log, Health and Safety Information, Download Play, and System Settings. They also had this White Knuckles music video, which was removed after the introduction to the eShop. One cool feature they had even from the start was the pedometer, where every 100 steps you take, it gives you 3DS coins (you know, the currency you spend to get the fortune cookies at the Nooklings Stores). Back then, the only things you could spend on were heroes for Find Mii, puzzle pieces for Puzzle Swap, and extensions to the AR Games. Because of this, I walked with my 3DS everyday to get up to 1,000 steps daily. My first 3DS, I had several steps taken. If I can remember correctly, I passed 200,000 before the introduction to the eShop. My third 3DS, I rarely used the Pedometer, and didn’t even get to 100 steps since I bought it. Later on in this story, I can explain why I didn’t do it as much.

Back then, my favorite game was the StreetPass Plaza. I tried to get puzzle pieces everyday to complete the panel, mostly by spending 3DS coins. I also did this to hire heroes to play Find Mii. I also liked the AR Games. Those were actually fun. They had target practice, golfing, and fishing (which is a lot like Animal Crossing’s, but had weird stuff like trash, UFOs, and Koopas). In the first wave, there were dragons to defeat in every game (even the fishing one). If you don’t know how AR games work, you should do some research on them. I didn’t really like Face Raiders. Since they had limited games I could play once a day, I spend time on Roller Coaster Tycoon 3 on the PC (I also did some kind of Math PowerPoint that was over 2,000 slides).

The 3DS started to pick up more interest after the introduction to the Nintendo eShop. One thing that changed was the removal of the White Knuckles video. When the eShop was introduced, the game of Excitebike was free, but only for a month. I got it while it was free as I waited to get a 3DS gift card. The first three apps I bought from the eShop were Puzzle League Express, Tetris, and Spot the Difference. My favorite of the three was Puzzle League Express. Even the Streetpass games were no longer fun.

Unfortunately, my first 3DS didn’t last long. At that time, Texas was in a drought (mainly due to the La Niña climate we had, 2014-2015 was El Niño). On the first rainy day in a long time, lightning struck our house, and on a chimney. This caused our house to catch on fire, and before it took oxygen, all I brought out were my phone, laptop, mouse, laptop stand, backpack, and chargers to both phone and laptop. My 3DS was possibly destroyed due to the smoke and water, so I got a second one in June 2012. I repeated the Puzzle League, Streetpass games, and AR games when I got it again. I also saw the additions that I missed (Nintendo Zone, Club Nintendo, Swapnote).

One year after I got a new 3DS, I got Animal Crossing: New Leaf. After buying it, I didn’t need to play Streetpass games or the AR games. I was happy with ACNL more than the others, and later became my most played AC game. If you want to know about my experience on ACNL on my second 3DS, please refer to the History of Westport and History of Belcroft entries. But after playing it for so long, it stopped working right. It was dirty, it won’t connect to the internet properly, the R Button didn’t work right, and the analog stick had no friction on my character.

Because I wanted to start a new town (and since my old 3DS is no longer useful), I bought a third 3DS, which was my first, and only, 3DS XL. I bought it only for one purpose, to create a town in Animal Crossing that I would enjoy the most, StarFall. Because I focused on my town, I never played what I enjoyed playing in the pre-eShop era. I also had the most Wi-Fi activity on this 3DS than any other 3DS. I stopped using my second 3DS as well when I had StarFall.

Even if I used my third 3DS for StarFall, I still went to the eShop. I also experienced more processes, like the introduction of 3DS themes and the theme shop. I bought a few 3DS themes too.

Well, that’s pretty much it. I probably might go over a broader subject in the next personal life entry. My lesson here is to not buy a video game system at launch. But at least I got to see the processes as the 3DS was upgrading.

Logic Problem #3

So it has been two weeks since the last logic problem was published on Town of StarFall. It’s time for another one. Remember, if you don’t know how to set up a logic problem on your computer, please refer to the first problem.

Critical Critics

Four teenage boys with the names of Melvin, Marvin, Marcos, and Maxwell all bought their own copies of Desert Travels, a 3-D platformer that takes place in a desert. The purpose is to collect as many diamonds to unlock levels. All four of the boys enjoyed this game at some extent. Each gave their own ratings from 1.0 to 10, with the lowest rating out of the four being a 7.0 and highest being a 10.0. They all have shared their strong points, but no two boys had the same biggest strength of the game in their reviews. At the same time, they also had their weaknesses, as no two boys had the same major complaint. From the information provided, can you find out which boy gave out what rating, what they liked best, and what they hated most about the game?

Setup:

Name:

  • Melvin
  • Marvin
  • Marcos
  • Maxwell

Rating:

  • 7.0
  • 8.0
  • 9.0
  • 10.0

High point:

  • Good Graphics
  • Same Theme
  • Great Bonus Features
  • Excellent Gameplay

Low point:

  • Too Hard
  • Too Scary
  • Lack of Replay Value
  • Terrible Soundtrack

Clues:

  1. The four boys are Marcos, the boy who enjoyed the gameplay the most, the boy who hated the soundtrack the most, and the boy who gave this game a 7 out of 10.
  2. The boy who thought the graphics was the best part of the game gave it a higher rating than the boy who thought some levels were too hard, but a lower rating than Melvin.
  3. Maxwell gave the game a lower rating than whoever found some of the levels to be too scary for children, but he gave it a higher rating than whoever felt that the game stuck to the same theme as an advantage.
  4. The boy who complained about the soundtrack gave the game a higher rating than Marvin, but gave it a lower rating than the boy who liked the gameplay the best out of the game.
  5. Neither Marcos nor the boy who complained about the replay value liked the bonus features as the best part of the game.
  6. Whoever gave this game a 10 out of 10 found the lack of replay value to be an issue. Whoever complained about the difficulty in some levels gave this game a 7 out of 10.

Since you should already know that the comments are for solutions or your experience, I don’t need to repeat this drill forever.